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TJolley Lieutenant Commander
Joined: 25 Oct 2006 Posts: 284
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Posted: Thu Jun 19, 2008 5:02 pm Post subject: |
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pinecone wrote: | .....but keep battery power |
that's a given |
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junior Captain
Joined: 08 May 2007 Posts: 803
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Posted: Thu Jun 19, 2008 6:35 pm Post subject: |
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pinecone wrote: | .....but keep battery power |
It depends. It ALWAYS depends.
If your opponent is going to turn a new shield toward you, and those few points of battery power could mean another dozen points of internal damage, then by all means burn the batteries.
You've got them for a reason, after all. |
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TJolley Lieutenant Commander
Joined: 25 Oct 2006 Posts: 284
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Posted: Thu Jun 19, 2008 6:50 pm Post subject: |
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junior wrote: | If your opponent is going to turn a new shield toward you, and those few points of battery power could mean another dozen points of internal damage, then by all means burn the batteries.
You've got them for a reason, after all. |
The discussion at hand is revolving around range 9-15 combat. A couple of points to weapons at this range would result in at best a couple of points of additional damage. However, having those points available the following turn where you might end up at range 0-1, could well indeed help generate 30, 40, 50, 60 or more points of damage if they allow you to anchor your opponent and allow those plasmas or drones impact, OL those photons, OL those DISR, fire those P-1's at range 0, etc.
So at 9-15, under almost any conceivable circumstance, holding back a few phasers or a DISR or two, to have the energy available the next turn is the advisable course of action, in my opinion. |
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junior Captain
Joined: 08 May 2007 Posts: 803
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Posted: Thu Jun 19, 2008 7:44 pm Post subject: |
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If I've already done enough to knock a shield down (something I implied), then even at that range I think I'd be tempted to drop the points into weapons.
A few extra points next turn might make a difference. But if it looks like we're going to be closing early in the turn (as opposed to later) I might not worry so much about it. A few extra points to arm weapons can usually be saved through the accelerations and decelerations that I don't perform during the last few impulses of the turn (since I presumeably don't need to close after firing my weapons earlier in the turn). |
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DNordeen Commander
Joined: 05 Apr 2007 Posts: 564
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Posted: Thu Jun 19, 2008 11:26 pm Post subject: |
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I'm with junior...it depends. I prefer to keep my ph-1's for opportunity fire and use my Heavy weapons to knock down shields. On Impulse 8, I might keep batteries or fire the weapons. All depends on what my plan is for the next turn _________________ Speed is life; Patience is victory
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pinecone Fleet Captain
Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Fri Jun 20, 2008 12:56 am Post subject: |
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I guess it depends somewhat, but my "plan" would be to save enregy anyway, so I'd still be carrying that out. To me, batteries are energy boxes that help protect sheilds. |
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junior Captain
Joined: 08 May 2007 Posts: 803
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Posted: Fri Jun 20, 2008 1:02 am Post subject: |
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pinecone wrote: | I guess it depends somewhat, but my "plan" would be to save enregy anyway, so I'd still be carrying that out. To me, batteries are energy boxes that help protect sheilds. |
Err...
It doesn't matter whether or not your batteries are full when you're allocating shield reinforcement. The only thing that matters is that the batteries haven't been disabled.
Ultimately, there's no "right" answer to the question of whether or not to burn your batteries. The key is to recognize what works best with your own general strategy and then recognize when you need to disregard that rule. |
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pinecone Fleet Captain
Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Fri Jun 20, 2008 1:06 am Post subject: |
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I know that, but I always like to have the Ecsess power if at all posible. Of coures there are exceptions... |
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